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Nordicus New Trade Goods v.1.0

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  • #46
    Chuck:

    Once again, thank you looking after things during my semi-retirement
    Been working on the readme and I realized that I may need some help on it, esp. the installation section. But I'll email you later about it. I made two minor changes with the resources, so I hope these don't muck up your wonderful gl files too much!

    I appreciate all the comments and feedback.

    ticktock:
    Thanks for the comments
    I didn't receive much feedback initially and so had to adjust everything however I saw best, for the most realistic set up; it was done originally for an earth map, and resource values had yet to be discovered by Timothy. But after he did, I decreased values accordingly.
    But I have looked into your two concerns, and I have to agree--forest production was too low and beach food values were too low as well. So, these have been adjusted.

    Thanks again.


    Markos:
    If everything goes well, there should be two versions available for posting sometime next week--a non-CD version and a Pack version--which will likely be put together over at Chuck's site.

    Later,

    Tom.
    Existence is Futile.

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    • #47
      excellent nordicus, I'll be waiting for them...
      [This message has been edited by MarkG (edited March 05, 2000).]

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      • #48
        Nordicus,

        Welcome back to Apolyton! And, you are certainly welcome - I was glad to do a little bit, but what I did pales in comparison to the amount of hard work that you have put into this mod, let alone for CTP the game.

        Anyway, your mod looks like it's real close to being finished. Your readme is shaping up just fine. To all readers of this thread, this may be your last chance to comment on any changes to the trade goods mod!

        Chuck

        [This message has been edited by ETB (edited March 05, 2000).]

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        • #49
          Hey, guys...

          Hey, thanks. Nice to be back, Chuck.

          Think I'll post the readme above a bit later.

          Tom.
          Existence is Futile.

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          • #50
            Okay, I included the latest readme above. Also, I thought Timothy Pintello's comments were worthy of posting (as usual) here below.

            quote:


            Hi All,

            This whole thing is looking really great. I especially like the HTML that helps you see everything at one look. That is something that has been needed for a long time.

            I have been using Nordicus's Trade Goods Mod for some time now and I can tell you it adds a great deal of depth and difficulty to the game. Seems the AI actually knows what to do with this stuff.

            I have changed the huge map size so that is about 1/3 larger than it used to be. Since I have done this, I have only had 1 game that I may be winning, but it is too early to tell. Using the Med Mod and the Trade Goods in conjuction with the larger map makes a truly difficult AI to play against.
            I beleive this is a combination of the greater amount of production and somewhat greater amount of gold now in the game and the fact that the AIs now have a chance to spread out before they start competing with you and each other. I am playing this on Emporer Level.

            Regards,

            Timothy Pintello



            Existence is Futile.

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            • #51
              Looking good, Tom.
              And I totally agree with Timothy. Your trade goods (certainly in combination with other mods make the game and the AI a lot better).
              Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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              • #52
                Hey, thanks, bud.

                Whatcha been up to lately? Anything good?


                Oh, I have updated the readme on the first page. I probably won't post the Pack version of the mod--it's basically the same, just for the Apolyton Pack instead.

                Tom.


                ------------------
                "There can be no maximum of creation without a concomitant maximum of destruction, no supreme good without supreme evil"--Heller, paraphrasing Nietzsche.

                "The more passion for the argument, the less evidence for it"--Russel.

                "If you don't agree with me, you're in denial."
                Existence is Futile.

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                • #53
                  Okay, the readme's up to date.

                  Just some testing to do and we can stick a fork in this one.
                  Existence is Futile.

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                  • #54
                    Alrighty. She's done. Should be posted soon.
                    Existence is Futile.

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                    • #55
                      posted on Apolyton!

                      New Trade Goods v1.4 (Non-CD Version)

                      New Trade Goods v1.4 (Apolyton Pack)

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                      • #56
                        Great! That was quick.
                        Thanks, Markos.

                        Tom.
                        Existence is Futile.

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                        • #57
                          Congratulations on a job well done!

                          Glad to have you back, guy!


                          "I do not pretend to know that which the less educated and less intelligent are certain of." -- T.H. Huxley

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                          • #58
                            One thing that seems to have slipped through discussion here is the grasslands movement down to 50. Are grasslands really that much easier to move through than plains?

                            Also any news on when this versions will be combatible with WesW's Medieval Mod.

                            Thanks for all the great work being put in here to make playing experience more enjoyable.

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                            • #59
                              Hey, DiscoveryOne (John? that you? in there). Yeah, nice to be back--whatcha been up to, man? Great work on those gl files--had a look yesterday.

                              MW:
                              Hi. Yeah, plenty escapes discussion round here
                              But the reason for that is because of the addition of movement penalties for other terrains. Attempting to balance it a bit. Using bigger maps probably did influence a bit, however, because of increased time taken to move around--but I have default grasslands set as 33 for my games.
                              It's pretty easy to change back--let me know if you have any more questions.

                              Later,

                              Tom.


                              ------------------
                              "There can be no maximum of creation without a concomitant maximum of destruction, no supreme good without supreme evil"--Heller, paraphrasing Nietzsche.

                              "The more passion for the argument, the less evidence for it"--Russel.

                              "If you don't agree with me, you're in denial."
                              Existence is Futile.

                              Comment


                              • #60
                                I've downloaded your 1.4 version of trade goods and I've gotta say: I LOVE IT! Makes the concept of trading goods more than just give me a beaver so I can make 20 gold instead of 10. Now the goods actually seem to represent something. This is something I feel was long overdue, in fact something like this should've been included in the out-the-door version of the game. But oh well, don't think we need to go there.

                                Anyway, I just wanted to say thanks Nordicus for all the apparent hard work that's gone into this.

                                P.S. I do have one gripe though; now I can't seem to beat the dang AI like a drum anymore. Seems like loading the Trade Goods turns the AI into Bill Gates or something.

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